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Casual Game Design
book

Casual Game Design

by Gregory Trefry
January 2010
Intermediate to advanced content levelIntermediate to advanced
400 pages
9h 6m
English
CRC Press
Content preview from Casual Game Design
66
CHAPTER THREE
PLAY IS THE THING
Mentally mapping the activity of hitting streaming notes on the screen is much easier
with an object that looks like a guitar than with a normal video game controller.
The shape and feel of the object tells the players much of what they need to do.
The disadvantage of object play is, well, it requires you own the object and a
specific set-up that accommodates play. This can limit the accessibility of the game.
The more limited the accessibility, the more limited its chances for adoption.
In Chapter 4, Matching, and Chapter 5, Sorting, we’ll look at how games like
Solitaire and Bejeweled use the characteristics of objects to structure gameplay. The
designers of these games create mechanics which highlight ...
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Publisher Resources

ISBN: 9780123749536